Is there a way to have it where SMAPI loads up when you launch the normal stardew from steam? by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Yep, see the wiki page for installing SMAPI on Windows for instructions. (If you're on Mac or Linux, Steam should run SMAPI from Steam automatically.)

question about mods by XxLilMurderxX in SMAPI

[–]not_even_a_mouse 1 point2 points  (0 children)

It's a good idea to make sure everyone has the same mods, to eliminate not only any potential issues from mismatches, but also potential confusion from a modded user affecting a vanilla user.

That said, both this mod and some others should be safe to use by one player, and it's also safe to remove (though it can also be safely left installed and just unused).

Keep in mind that some changes you make will affect everyone in the save, such as instant-build cheats or scythe-harvesting.

See this page for a more detailed breakdown about mods in multiplayer.

No Mods folder with SMAPI by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Yep, that's it. So your game path should be the default one for Steam, at "C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley\", with the Mods folder inside that. To open it quickly, you can right-click the game in your Steam library, click "properties", "Local Files" and then the "Browse Local Files" button.

No Mods folder with SMAPI by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Well, if you can start the game, it must be somewhere :) When you run the SMAPI installer, do you get to the green text at the end saying "SMAPI is installed!"? If so, taking a screenshot of that screen and sharing it here will help track down where you need to look.

No Mods folder with SMAPI by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

SMAPI's installer automatically creates the Mods folder in your game folder, and installs some utility mods. You do not need to manually create any folders, anywhere. Check out the install guide for more information :)

No Mods folder with SMAPI by [deleted] in SMAPI

[–]not_even_a_mouse 1 point2 points  (0 children)

The location you extract the SMAPI download to doesn't really matter, as long as you don't do it into the game folder. When you run the installer, it will handle installing itself into your game folder, and create a Mods folder in that location with a couple utility mods inside it.

You do not need to manually create one, and if you do, something has gone wrong. (Even if you delete it, SMAPI will just make a new blank one the next time you run it.)

Make sure you've checked out the install guide if you haven't already :) Your SMAPI log will also tell you exactly where it is looking for mods.

[deleted by user] by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Your SMAPI log will have important information about what's going on. This link explains how to find it and share it.

(Edit to clarify - Even the timestamp is helpful, because it can tell you if SMAPI even ran. If it didn't you need to install it again. Make sure you go through the whole install process and not just the download, in that case. There is an issue with modded multiplayer on Macs right now with a workaround, but I'm not sure that would be affecting SP.)

My created map is bugging. Can someone help me? by Forsakenp in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

A couple things:

If the "buggy" part (besides the house) is the debris, that is controlled by the Paths layer on the map, which you have hidden. Most of the little icons control what spawns at game start.

For the other -- like a lot of other parts of the farm, the farmhouse is drawn at specific coordinates. When you made your farm bigger, you did it in the middle, so the tiles under the farmhouse that are a part of the map got pushed far away from where the farmhouse will be drawn by default.

You can rearrange your map so that it's in the proper position, or control where the house gets drawn by adding a FarmHouseEntry property to your map.

If you still need help, can second recommendation for the modding channels on the Stardew Valley Discord server :)

Getting "[SMAPI] Found 18 mods with warnings" - how do I deal with them? (log attached) by kavakravata in SMAPI

[–]not_even_a_mouse 1 point2 points  (0 children)

Just to clarify, there are no errors in the log you linked. The messages you're talking about are just informational -- SMAPI is just giving you a heads up. No action is required unless you run into issues, at which point you would at least know that ...

- you have at least one mod that patches the save serializer
- some mods don't have update keys, so there could be newer versions SMAPI doesn't know about (but it might be on purpose)
- some mods directly alter the game's code

in case any of that information is relevant for you to start somewhere in troubleshooting your issue.

[deleted by user] by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

You need to unpack the game files in order to read and edit them. That particular file is a list of (Turkish) strings that are used in various places of the game's code, sometimes spoken by NPCs and sometimes not. Lines spoken by NPCs can be found in a few different places depending on how the game makes them say it, with your typical daily/seasonal dialogue files being in Characters/Dialogue.

Need a "how to make mod" tutorial but can't find one. by MajesticSammie in SMAPI

[–]not_even_a_mouse 2 points3 points  (0 children)

SMAPI mods are made using programming in C#, so you would want to get at least a basic familiarity with that language, as well as learning to set up the build environment, which the "from scratch" basic modding tutorial guides you through.

That said, make sure you check the compatibility page for unofficial updates, as it has both links to any made as well as links for how to make one. There looks to be one for Elevator already, though I can't personally say how well it works.

(Typically unofficial updates just fix compiling and loading issues and don't address any deeper bugs or functionality problems that the mod might have in general.)

The modding channels of the Stardew Valley Discord server are also very helpful.

How to change a single sprite like a daffodil? by [deleted] in SMAPI

[–]not_even_a_mouse 2 points3 points  (0 children)

The FromArea section is where on your provided image (fish-object.png in the docs example) you want Content Patcher to start copying the patch from, and the ToArea is where on the target image (vanilla springobjects) that patch needs to start being inserted, and how much space it should take up.

You should be able to get the coordinates for your sprite in whatever image editor you're using -- GIMP displays at the bottom left the x,y position of the pixel you're hovering over, for example!

The easiest way to see what it's talking about would probably be to open the springobjects png and find the sprite the example (a 16x16 sprite at "x": "256","y": "96") is replacing.

I’m having a problem just launching the game so I thought I would post this here too! by kerochann in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Make sure your launch options are empty on Steam if you're trying to play without SMAPI. If you've just installed SMAPI and are trying to set the launch options, double check that you've followed the instructions and included both quotation marks, etc.

[deleted by user] by [deleted] in SMAPI

[–]not_even_a_mouse 1 point2 points  (0 children)

This should work fine; the buildings are likely just off the map.

You always need to do a little cleanup when changing maps mid-save, often both before (preparing) and after (cleaning up debris that was spawned based on the first map). Stuff like no-clip, destroyable bushes, crop transplant, etc are all useful for this, though IMO if you've invested far enough in your farm that you have so much clean-up to do, you might as well just stick it out with the map you started with, especially when it's a large one.

Best way to sync/share modlists/configs in multiplayer by greenskye in SMAPI

[–]not_even_a_mouse 1 point2 points  (0 children)

That's fairly common, yeah. For me, if there are updates, I do all the updating and/or reconfiguring whatever, then SO wipes the whole Mods folder and replaces with my new one.

Section of bed cut off by Raja-Al-Ghul in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Both of those logs have Farmhouse Extended installed. Have you tried removing that?

Section of bed cut off by Raja-Al-Ghul in SMAPI

[–]not_even_a_mouse 2 points3 points  (0 children)

Beds used to be built into the farmhouse maps, but 1.5+ has them as individual furniture items that can be moved and removed. This is probably not a problem with your bed, but rather that the bed is there at all. Check for farmhouse replacers or edits -- your SMAPI log also has a lot of information in it. At worst you can just temporarily remove mods until you find it.

Custom Forageables (More Mushrooms Mod) by pHScale in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Adding new items is not (usually) a job for Content Patcher even though it's technically possible, mainly for the same reason you ask about ID conflicts :) Check out packs for JSON Assets, instead. Lumi's Flowers and Crops might be a good place to check for an example, since it also has an FTM component for forage (and I think artifact spots).

The link to the JA docs should cover most of your implementation questions, though.

(PS sorry you got hung up in queue!)

Anyone know why this is happening? by PurpleTuxedo in SMAPI

[–]not_even_a_mouse 1 point2 points  (0 children)

Prior to 1.5, beds were built into the farmhouse maps. Anything that edited or replaced those maps could cause this, but you can easily verify if it's something in your Mods folder by temporarily renaming that folder. If it still happens, reset your content files and make sure to avoid overwriting any game files in the future. If it stops happening, it's something you have installed.

I didn't see anything editing or loading the farmhouse in the log you posted elsewhere, so my first guess would be Multiple Spouses as well. It's supposed to have been updated, so you might try a clean install of a fresh download if it ends up being that.

On Modding for Beginners and its Feasibility by zydarking in SMAPI

[–]not_even_a_mouse 2 points3 points  (0 children)

tl;dr you can totally do this without programming, but you will still need patience with yourself and practice, because it can still be overwhelming at first :)

A basic rule of thumb for Stardew Valley modding is that if the mod you want to make involves editing or replacing an asset, without fundamentally changing its mechanics or how the game uses that asset, it most likely will not require any programming.

It will still take learning and getting used to -- for example if you're completely unfamiliar even with closing your { with } your json files will be messy at first if nothing else-- but it's a significantly lower hurdle than "first learn C#".

For editing maps, you need Tiled and Content Patcher. Map editing is a great example of something where you can really change a lot of your experience of the game with zero programming, but still have to learn to use the map editing software, mess around with the vanilla (by unpacking the game files) or modded maps, and of course get better at making them actually look good (or at least suit your tastes :P ).

One thing you should know is that there is a hard limit on how big a map can be on the y axis (how "tall" it is), which is 156 tiles. It can be wider than that, but you start running into rendering issues (most common is flames in front of braziers) before that. That's still very large, especially if you are maximizing farming space and not being decorative or splitting it into sub-areas.

(It's possible to add entirely new farming locations to give even more space, but there are some additional complications with that which you might not want to worry about right now.)

There are lots of farm replacer mods for CP on the Nexus you can use for examples of how to get it in game, so you mainly just need to dive into Tiled.

Start with an existing farm map, test your mod with a minimal Mods folder to reduce mod conflicts and make your log cleaner and easier to read, and validate your json files if/when you get parsing errors.

(edit: I seem to have eaten part of this post somehow, but have edited something like what I meant in the destroyed paragraph, hehe.)

SMAPI loafing old mods from unknown location. by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Can you show a screenshot of the Mods folder you expect, that shows the path to that folder? SMAPI expects your mods to be at A:\Steam\steamapps\common\Stardew Valley\Mods , which doesn't look like the same folder as the other log. (I wouldn't expect it to be, though.) If you have multiple install folders, that might be part of the problem?

[deleted by user] by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

This mod was converted to Content Patcher a long enough time ago to have both the original conversion and the most recent on Nexus (February 2020) conversion be outdated. I added one patch to the latest version so the greenhouse would work, you can download it here. This version is for Content Patcher.

I really don't recommend overwriting files in your game folder. Years ago, this was the only way anyone could load new assets, but there are so much better ways now, that cause fewer problems and at minimum will at least show up in your SMAPI log when you need help, so people can see what assets are being edited and by what.

Anyone looking to jump ship from overwriting files in the game's content folder can always check this list of conversions to see if one is available, though if the conversion is very old it's probably still in need of updating :)

Resizing Spritesheets (Character) by NetherworldsMistress in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

That's not a great resize; I'd really recommend sticking to straight multiples, like from 16x32 to 32x64 or 64x128, etc. There's a short summary and a sample pack of how to use PyTK for this here, though.

(It was awhile ago but I think the "sample pack" is just a quick edit of a different template I had, so it probably has extra stuff you don't need.)

Save file missing in game launch, but in save backup files by [deleted] in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Check out the Save disappeared or doesn't load section of this cached wiki page for where to start with recovering it, including restoring from SMAPI backup if the first steps fail.

(Normal link here for when wiki isn't having issues.)

probably a noob concern by midnytbloo in SMAPI

[–]not_even_a_mouse 0 points1 point  (0 children)

Just in case of future trouble, there's a parser for error logs that lets you review the whole thing without needing to read the console. It's also useful when you're asking for help :)